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We Need A Few Items...


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#1 Colin Daedre

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Posted 13 August 2016 - 01:08 AM

LRMs need their original max range back, nerfing them to 1000m was ridiculous.

We need Inferno SRMs for the Inner Sphere, even if only the suicidal will use them.

We need the Arrow IV missile launchers for the Inner Sphere.

I understand that the Clans are supposed to be OP, but it's about time Inner Sphere mechs get to salvage Clan material and we need the extra Inner Sphere weapons and equipment that gave us a boost when fighting Clan tech.

The way this game is set up, the Inner Sphere is totally nerfed against the clans with a lot of the stuff that was available to help counter the Clans not in game.

When are we going to be able to use 'captured' Clan mechs?

Also, some mechs I'd like to see: Dasher (Clan), Bushwacker (IS)

#2 Mister Bob Dobalina

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Posted 13 August 2016 - 06:40 AM

View Postcolindaedre, on 13 August 2016 - 01:08 AM, said:

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LRMs need their original max range back, nerfing them to 1000m was ridiculous.
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I would rather fade out the max range of LRMs as they are a friggin pain for a short ranged Mech on any open Map already. Max them out to 1200-1300 but reduce the accuracy after 1000m significantly. The argument goes that the fuel of the missiles lasts for the flight time for a 1000m and then tehy would just detonate when the tank is empty. Maybe they could just "fall" further within their trajectory and then explode upon impact. But whatever. The other points on your list are way more "impactfull"


View Postcolindaedre, on 13 August 2016 - 01:08 AM, said:

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We need Inferno SRMs for the Inner Sphere, even if only the suicidal will use them.
...


I would base Infernos on the Narc model regarding the "sticking" on the Mech and producing a certain amount of heat like, for example, as if they target Mech would endure flamer heat. I would probaly balance the heat around 2 flamers equal 1 inferno rocket. Since it doesn't really make sense to heat up a Mech a 1000 meters away I would constrain Infernos to SRM only. Also I would constrain inferno ammo to 1t max per launcher. You know, since it's so f4cking dangerous. Because, if ammo explosion would occur it would destroy the Mech alltogether. Period. But it would be usefull to have both ammo types present to choose from, althoug it might be good to reduce the ammount of the inferno missiles compared to the standart missiles. Infernos might be quite "bulky" as they are built to spread their content rather than penetrate armor. All in all a interssting concept I would love to see in the game. It's one of those "barbarian" tactics the IS had to use against the "civilised" style of Clan warfare.


View Postcolindaedre, on 13 August 2016 - 01:08 AM, said:

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We need the Arrow IV missile launchers for the Inner Sphere.
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Hell yes. Range them 1.5 to 2 km. Damage would be something like 50 Pts. But make it big by tonnage: Something like 2-4 shots per tonne max. with massive reload times and huge need for crits, kinda like an AC20. This would also greatly push the use and recognition for TAG and NARC wielding lights as they would boost Arrow IV accuracy.

View Postcolindaedre, on 13 August 2016 - 01:08 AM, said:

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I understand that the Clans are supposed to be OP, but it's about time Inner Sphere mechs get to salvage Clan material and we need the extra Inner Sphere weapons and equipment that gave us a boost when fighting Clan tech.
...


Well. There's a problem. To follow the basic game mechanic of letting 2 opposing forces slug it out, you have to have 2 distinguishable factions at some point. Especially because the BT universe lives from the conflict between the Clans and the IS. Salvaging and mixing around works for the canon of the BT Universe. But things in a game are a little different I am afraid. Let's make a little thought experiment. Let's assume the IS can (however) obtain Clan tech. Clan tech is supposed to be the better tech as a baseline here. I would bet nickel and dime that everybody would try to get Clan tech as soon as possible, probably buying it by injecting MCs or whatever. Nowbody is willingly refusing any advantage. Everybody whants to pimp out their ride. It bugs me as well, yes. I would love to tune my beloved Wolfhound Phelan Kell style with Clan tech. Yes, it runs hotter, but Clan stuff is d4mn well lighter and has more range. FP would end up being Clan tech in Clan Mechs fighting Clan tech in IS machines. And PGI would probably put a mechanism in place to have only IS tech chassis allowed in FP so we would constantly refitting our Mechs back and forth or dropping FP alltogether as it seems it's not that loved at the moment (was it ever really?). I know it's not what everybody wants to hear but it ends up making less sense than I would like it to make.


View Postcolindaedre, on 13 August 2016 - 01:08 AM, said:

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Also, some mechs I'd like to see: Dasher (Clan), Bushwacker (IS)
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The Dasher as a 210 kp/h (with MASC) Clan Light could be quite fun (just please oh please don't give him ECM) and would be ok with the 3050 timestamp. The Bushwacker on the other hand would not. It's 3053 which doesn't sound like much, but we are scratchen 3051 already and the Bushwacker could only be build in the first place because of reverse engenieered Mad Dog carcasses that would solve technical issues with the former Bushwacker prototypes (see sarna.net for details).

Nevertheless PGI could timewarp forward a few years and the possibilities for more Mech Chassis would explode. Just check the Technical Readouts for 3055, 3058 and 3060 with a gazzilion new Mechs. But also a flood of new weapons and a thousand possibilities to quirk and nerf and adjust and so on and so forth. Not even starting on the need to integrate Clan based tech to match the canon even only slightly.

Edited by Thomster, 13 August 2016 - 06:41 AM.






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